/Engine/Plugins/Enterprise/GLTFExporter/Source/GLTFExporter/Public/Options/GLTFExportOptions.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=EditorPerProjectUserSettings, HideCategories=(DebugProperty)) class UGLTFExportOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
bool
bAdjustNormalmaps
If enabled, exported normalmaps will be adjusted from Unreal to glTF convention (i.e. the green channel is flipped).
EGLTFMaterialBa...
BakeMaterialInputs
Bake mode determining if and how a material input is baked out to a texture.
bool
bExportAnimationSequences
If enabled, export single animation asset used by a skeletal mesh component.
bool
bExportCameras
If enabled, export camera components.
bool
bExportClearCoatMaterials
If enabled, materials with shading model clear coat will be properly exported.
bool
bExportEmissiveStrength
If enabled, allows materials to have an emissive factor that exceeds the standard range [0.0, 1.0].
bool
bExportHiddenInGame
If enabled, export actors and components that are flagged as hidden in-game.
bool
bExportLevelSequences
If enabled, export level sequences.
bool
bExportLights
If enabled, export directional, point, and spot light components.
bool
bExportPreviewMesh
If enabled, the preview mesh for a standalone animation or material asset will also be exported.
bool
bExportProxyMaterials
If enabled, materials that have a proxy defined in their user data, will be exported using that proxy instead.
bool
bExportTextureTransforms
If enabled, export UV offset and scale/tiling used in materials.
bool
bExportUnlitMaterials
If enabled, materials with shading model unlit will be properly exported.
bool
bExportVertexColors
If enabled, export vertex color.
bool
bExportVertexSkinWeights
If enabled, export vertex bone weights and indices in skeletal meshes.
bool
bIncludeCopyrightNotice
If enabled, the copyright notice from project settings will be included as metadata in the glTF asset.
bool
bSkipNearDefaultValues
If enabled, floating-point-based JSON properties that are nearly equal to their default value will not be exported and thus regarded as exactly default, reducing JSON size.
bool
bUseMeshQuantization
If enabled, use quantization for vertex tangents and normals, reducing size.
TMap<EGLTFMate...
DefaultInputBakeSettings
Input-specific default bake settings that override the general defaults above.
int32
DefaultLevelOfDetail
Default LOD level used for exporting a mesh.
TEnumAsByte< Te...
DefaultMaterialBakeFilter
Default filtering mode used when sampling the baked out texture.
EGLTFMaterialBa...
DefaultMaterialBakeSize
Default size of the baked out texture (containing the material input).
TEnumAsByte< Te...
DefaultMaterialBakeTiling
Default addressing mode used when sampling the baked out texture.
EGLTFMaterialVa...
ExportMaterialVariants
Mode determining if and how to export material variants that change the materials property on a static or skeletal mesh component.
float
ExportUniformScale
Scale factor used for exporting all assets (0.01 by default) for conversion from centimeters (Unreal default) to meters (glTF).
EGLTFTextureIma...
TextureImageFormat
Desired image format used for exported textures.
int32
TextureImageQuality
Level of compression used for textures exported with lossy image formats, 0 (default) or value between 1 (worst quality, best compression) and 100 (best quality, worst compression).